I have a UIScrollView which has several dynamic views inside of it, each of which has a text field. When I begin typing in one of the boxes, I want the scroll view to scroll so that the field is at the top of the screen (visible above the keyboard). It works great; here is the code:
(void)didStartTyping:(id)sender {
[scrollView setContentOffset:CGPointMake(0, subView.frame.origin.y) animated:YES];
scrollView.scrollEnabled = NO;
}
(void)didFinishTyping:(id)sender {
scrollView.scrollEnabled = YES;
}
But, whenever the scroll view is scrolled up to the very top and I begin typing in the lowest visible text field, it doesn't scroll down far enough (short by about 40 px). The puzzling thing is that it works if I scroll down just one pixel from the top of the scroll view, but when I scroll up to the top it behaves very differently.
The best way i have managed to do this is to grab the keyboard frame, then update my scrollview insets when a text view gets textViewDidBeginEditing: called. Here im using a tableview, but the same logic should apply to a scrollview, the main difference being how you scroll. I use scrollToRowAtIndexPath, you will want to use scrollRectToVisible
//setup keyboard callbacks
- (void)viewDidLoad
{
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillShow:)
name:UIKeyboardWillShowNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillShow:)
name:UIKeyboardWillHideNotification
object:nil];
}
- (void)keyboardWillShow:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
kbFrame = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
}
//this is called from your UITextViewDelegate when textViewDidBeginEditing: is called
- (void)updateActiveTextScroll:(UITextView*)textView
{
activeTextView = textView;
UIEdgeInsets inset;
UIInterfaceOrientation orient = [[UIApplication sharedApplication] statusBarOrientation];
if( UIInterfaceOrientationIsLandscape(orient) )
{
inset = UIEdgeInsetsMake(0.0, 0.0, kbFrame.size.width, 0.0);
}
else
{
inset = UIEdgeInsetsMake(0.0, 0.0, kbFrame.size.height, 0.0);
}
myTableView.contentInset = inset;
myTableView.scrollIndicatorInsets = inset;
[myTableView scrollToRowAtIndexPath:activeNSIndexPath
atScrollPosition:UITableViewScrollPositionBottom
animated:YES];
}
//dont forget to reset when the keyboard goes away
- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
UIEdgeInsets inset = UIEdgeInsetsZero;
myTableView.contentInset = inset;
myTableView.scrollIndicatorInsets = inset;
}
Related
I have a curious issue with an iOS 9/ObjC app I am writing using a 4 tab format. The "main" ViewController has several subviews with controls and an image. When the user taps the image a PickerView pops up and it is dismissed with another tap on the image. The other tabbed ViewControllers lead to simple views. It was all put together with IB, except for a single subview on the "main" view where I do some Quartz animation drawing superimposed on the image view there.
If I stay on and interact with just the "main" view, all works exactly as desired. The PickerView appears and disappears as designed. Tabbing to another ViewController, then back to the "main" View leads to the problem: A tap on the image view fails to pop up the Picker. The tap is recognized in the Quartz layer, fires a Notification event which is picked up in the picked up in the main view controller which in turn adds the picker subview, brings it to the front and enables interaction just as when it works properly, but the picker never appears, even though the Debugger shows it successfully added to the subview array.
Even stranger, if I tab off the main to any other tab view, then back to main, the picker now appears again as it should. This sequence is completely repeatable - tab once off the main, and the picker doesn't visualize, tab again and then back to main and the picker works.
Any thoughts on where to start looking? Thanks
Here's some code (but I'm not sure where the problem is)
#implementation MainViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.picker = [[UIPickerView alloc] init];
self.picker.datasource = self;
self.picker.delegate = self;
float screenWidth = [UIScreen mainScreen].bounds.size.width;
float pickerWidth = screenWidth * 3 / 4;
// Calculate the starting x coordinate.
float xPoint = screenWidth / 2 - pickerWidth / 2;
[self.Picker setFrame: CGRectMake(xPoint, 50.0f, pickerWidth, 250.0f)];
[self.Picker setClipsToBounds:NO];
[self.Picker setBackgroundColor:[UIColor whiteColor]];
self.Picker.showsSelectionIndicator = YES;
self.Picker.userInteractionEnabled = YES;
.
.
.
UIImage *base = [UIImage imageNamed:#"Base"];
self.baseAView = [[UIImageView alloc] initWithFrame:imFrame];
[self.baseView setImage:base];
[self.view addSubview:_baseView];
self.GView = [[GView alloc] initWithFrame:imFrame];
self.GView.backgroundColor = [UIColor clearColor];
[self.view addSubview:_GView];
}
-(void) viewDidAppear:(BOOL)animated {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(doSin) name:#"touchP" object:nil];
}
- (void) doSin {
// user hits GView, draw Picker if not in View Hierarchy, if in Hierarch, grab value and resign
NSArray *subViews = [self.view subviews];
__block NSInteger foundIndex = NSNotFound;
[subViews enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
if ([obj isKindOfClass:[UIPickerView class]]) {
foundIndex = idx;
// stop the enumeration
*stop = YES;
}
}];
if (foundIndex != NSNotFound) {
// Found the UIPickerView in subviews, so grab value & remove from screen
[self.view.subviews[foundIndex] removeFromSuperview];
} else {
// not in hierarchy, so put it up on screen
[self.view addSubview:self.Picker];
[self.view bringSubviewToFront:self.Picker];
self.view.userInteractionEnabled = YES;
}
}
This question has been asked a couple of times, but I wasn't really able to find an answer...
In iOS6 I used the following to resize an UITextView whenever the keyboard appeared. Under iOS7 behavior is not as it should be (in my case, it seems like nothing is resizing at all). I suspect the cause to be the auto-layout / constraint behavior of iOS7. Any suggestions? ("notePad" is my UITextView)?
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
//NSLog(#"KeyboardSize: %f.%f", kbSize.width, kbSize.height);
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, (kbSize.width > kbSize.height ?
kbSize.height : kbSize.width), 0);
self.notePad.contentInset = contentInsets;
self.notePad.scrollIndicatorInsets = contentInsets;
}
If you're using auto-layout at your views the following method may help you.
First define a IBOutlet for your bottom layout guide constraint and link with storyboard element.
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *textViewBottomConst;
Second add observers for keyboard notifications.
- (void)observeKeyboard {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
Finally the methods that handles keyboard changes.
- (void)keyboardWillShow:(NSNotification *)notification {
NSDictionary *info = [notification userInfo];
NSValue *kbFrame = [info objectForKey:UIKeyboardFrameEndUserInfoKey];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardFrame = [kbFrame CGRectValue];
CGRect finalKeyboardFrame = [self.view convertRect:keyboardFrame fromView:self.view.window];
int kbHeight = finalKeyboardFrame.size.height;
int height = kbHeight + self.textViewBottomConst.constant;
self.textViewBottomConst.constant = height;
[UIView animateWithDuration:animationDuration animations:^{
[self.view layoutIfNeeded];
}];
}
- (void)keyboardWillHide:(NSNotification *)notification {
NSDictionary *info = [notification userInfo];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
self.textViewBottomConst.constant = 10;
[UIView animateWithDuration:animationDuration animations:^{
[self.view layoutIfNeeded];
}];
}
This method supports orientation changes and different keyboard sizes. Hope it helps.
Your code is logically correct. When keyboard appear you shouldn't almost never change the frame of an object with the scrollview behaviour, but you should only change the insets.
The insets should change relative to the current version because iOS7 take care of adjust for navigation bar. If you provide a new insets probably you will broke something in UI.
Your code is broken on iOS7 for two main reason:
You must add auto layout constraint to textview container. (Probably your text view is bigger then you expect)
You shouldn't change insets in absolute way.
Here are the steps to properly configure a textview:
In xib (or storyboard) add constraint to top, left, right, bottom to the container (in my case {0, 0, 0, 0} as shown below
Register for keyboard notifications
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
In keyboardWillShow and keyboardWillHide don't change the frame, but change the insets relatively to the existing one.
- (void)keyboardWillShow:(NSNotification *)notification
{
// Take frame with key: UIKeyboardFrameEndUserInfoKey because we want the final frame not the begin one
NSValue *keyboardFrameValue = [notification.userInfo objectForKey:UIKeyboardFrameEndUserInfoKey];
CGRect keyboardFrame = [keyboardFrameValue CGRectValue];
UIEdgeInsets contentInsets = self.textView.contentInset;
contentInsets.bottom = CGRectGetHeight(keyboardFrame);
self.textView.contentInset = contentInsets;
self.textView.scrollIndicatorInsets = contentInsets;
}
- (void)keyboardWillHide:(NSNotification *)notification
{
UIEdgeInsets contentInsets = self.textView.contentInset;
contentInsets.bottom = .0;
self.textView.contentInset = contentInsets;
self.textView.scrollIndicatorInsets = contentInsets;
}
Then remember to remove observers
#BoranA has the correct answer, but requires tweaking for full functionality for ALL keyboards.
Follow the code below:
Attach the below to your Vertical Space - Bottom Layout Guide - TextField
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *textViewBottomConst;
Second add observers for keyboard notifications.
- (void)observeKeyboard {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
Add this to your viewDidLoad
[self observeKeyboard];
Finally the methods that handles keyboard changes.
- (void)keyboardWillShow:(NSNotification *)notification {
//THIS WILL MAKE SURE KEYBOARD DOESNT JUMP WHEN OPENING QUICKTYPE/EMOJI OR OTHER KEYBOARDS.
kbHeight = 0;
height = 0;
self.textViewBottomConst.constant = height;
self.btnViewBottomConst.constant = height;
NSDictionary *info = [notification userInfo];
NSValue *kbFrame = [info objectForKey:UIKeyboardFrameEndUserInfoKey];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardFrame = [kbFrame CGRectValue];
CGRect finalKeyboardFrame = [self.view convertRect:keyboardFrame fromView:self.view.window];
int kbHeight = finalKeyboardFrame.size.height;
int height = kbHeight + self.textViewBottomConst.constant;
self.textViewBottomConst.constant = height;
[UIView animateWithDuration:animationDuration animations:^{
[self.view layoutIfNeeded];
}];
}
- (void)keyboardWillHide:(NSNotification *)notification {
NSDictionary *info = [notification userInfo];
NSTimeInterval animationDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
self.textViewBottomConst.constant = 10;
[UIView animateWithDuration:animationDuration animations:^{
[self.view layoutIfNeeded];
}];
}
I found I had to call [self layoutIfNeeded] in order my insets to take effect.
My keyboard notification method looks like this (I prefer to animate the change):
-(void)keyboardWillShow:(NSNotification*)notification;
{
NSDictionary *userInfo = [notification userInfo];
NSValue *keyboardBoundsValue = [userInfo objectForKey:UIKeyboardFrameEndUserInfoKey];
CGFloat keyboardHeight = [keyboardBoundsValue CGRectValue].size.width;
CGFloat duration = [[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] floatValue];
NSInteger animationCurve = [[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] integerValue];
[UIView animateWithDuration:duration delay:0. options:animationCurve animations:^{
[[self textView] setContentInset:UIEdgeInsetsMake(0., 0., keyboardHeight, 0.)];
[[self view] layoutIfNeeded];
} completion:nil];
}
You need to resize your UITextView when your keyboard appears.
So have a look to a previous answer I made here.
You need to call the following method to resize your UITextView depending of the width of your keyboard and the text :
- (CGFloat)textViewHeightForAttributedText:(NSAttributedString*)text andWidth:(CGFloat)width
{
UITextView *calculationView = [[UITextView alloc] init];
[calculationView setAttributedText:text];
CGSize size = [calculationView sizeThatFits:CGSizeMake(width, FLT_MAX)];
return size.height;
}
Your code using my method :
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
// Get your text to NSAttributedString
NSAttributedString *as = [[NSAttributedString alloc] initWithString:self.notePad.text];
// Resize UITextView
self.notePad.frame = CGRectMake(0, 0, CGRectGetWidth(self.notePad.frame), [self textViewHeightForAttributedText:as andWidth:kbSize.width)]);
}
I’d been battling with this for a week and I found that adding the keyboard size’s height to the bottom contentInset didn’t work.
What worked was subtracting it from the top, like so:
UIEdgeInsets insets = UIEdgeInsetsMake(-(kbSize.height), 0.0, 0.0, 0.0);
[self.textView setContentInset:insets];
I have multiple text fields and when i focus on the textbox, it will automatically scroll up and the keyboard hide the textfield.
Any idea how to scroll the textfield to the focus field when click?
- (void)registerForKeyboardNotifications
{
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillBeHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
activeField = textField;
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
activeField = nil;
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
UIEdgeInsets contentInsets = UIEdgeInsetsZero;
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
}
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
// Your application might not need or want this behavior.
CGRect aRect = self.view.frame;
aRect.size.height -= kbSize.height;
if (!CGRectContainsPoint(aRect, activeField.frame.origin) ) {
CGPoint scrollPoint = CGPointMake(0.0, activeField.frame.origin.y-kbSize.height);
[scrollView setContentOffset:scrollPoint animated:YES];
}
}
The code snippet that you posted I think is the one from the Apple's documentation, which assumes a basic view hierarchy with a UIScrollView (or one of its subclasses, like UITableView) filling the entire screen. If your view layout is more complex, or you need to support multiple orientations, the text field won't scroll to visible because rectangle calculations will be wrong. You need to tweak the code a bit and my suggestion is that you approach the problem this way:
The new contentInsent height for your scroll view should be equal to the height of the intersection rectangle between the keyboard and your scroll view.
In code:
- (void)keyboardWasShown:(NSNotification*)aNotification
{
CGRect kbRawRect = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGRect scrollViewFrame = [self.scrollView.window convertRect:self.scrollView.frame fromView:self.scrollView.superview];
// Calculate the area that is covered by the keyboard
CGRect coveredFrame = CGRectIntersection(scrollViewFrame, kbRawRect);
// Convert again to window coordinates to take rotations into account
coveredFrame = [self.scrollView.window convertRect:self.scrollView.frame fromView:self.scrollView.superview];
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, coveredFrame.size.height, 0.0);
self.scrollView.contentInset = contentInsets;
self.scrollView.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
CGRect activeFieldRect = [self.activeField convertRect:self.activeField.bounds toView:self.scrollView];
[self.scrollView scrollRectToVisible:activeFieldRect animated:YES];
}
Notice that I've used the convenient UIScrollView's scrollRectToVisible function to abstract the final scrolling operation as much as possible.
I tried this but view is too little to scroll up. How can I scroll more ?
// Call this method somewhere in your view controller setup code.
- (void)registerForKeyboardNotifications
{
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillBeHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
// Called when the UIKeyboardDidShowNotification is sent.
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
scroll.contentInset = contentInsets;
scroll.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
// Your application might not need or want this behavior.
CGRect aRect = self.view.frame;
aRect.size.height -= kbSize.height;
if (!CGRectContainsPoint(aRect, EPostaText.frame.origin) ) {
CGPoint scrollPoint = CGPointMake(0.0, EPostaText.frame.origin.y-(aRect.size.height));
[scroll setContentOffset:scrollPoint animated:YES];
}
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
UIEdgeInsets contentInsets = UIEdgeInsetsZero;
scroll.contentInset = contentInsets;
scroll.scrollIndicatorInsets = contentInsets;
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
EPostaText = textField;
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
EPostaText = nil;
}
The best approach - it is resize the scroll view container to visible area and use this:
- (void)scrollRectToVisible:(CGRect)rect animated:(BOOL)animated
Since I found it, I use TPKeyboardAvoiding
It is working great, and is very easy to setup:
Add a UIScrollView into your view controller's xib
Set the scroll view's class to TPKeyboardAvoidingScrollView (still
in the xib, via the identity inspector)
Place all your controls within that scrollview
Good luck!
This is my code, hope it will help you. It work ok in case you have many textfield
CGPoint contentOffset;
bool isScroll;
- (void)textFieldDidBeginEditing:(UITextField *)textField {
contentOffset = self.myScroll.contentOffset;
CGPoint newOffset;
newOffset.x = contentOffset.x;
newOffset.y = contentOffset.y;
//check push return in keyboar
if(!isScroll){
//180 is height of keyboar
newOffset.y += 180;
isScroll=YES;
}
[self.myScroll setContentOffset:newOffset animated:YES];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField{
//reset offset of content
isScroll = NO;
[self.myScroll setContentOffset:contentOffset animated:YES];
[textField endEditing:true];
return true;
}
In my app, when I click on a text field, the keyboard hides it. Please help me -- how can I move my view up when I click on the text field. I'm using this code in textFieldDidBeginEditing:
self.tableView.scrollIndicatorInsets = UIEdgeInsetsMake(0, 0, 216, 0);
self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 216, 0);
but it doesn't work.
You should not trust textFieldDidBeginEditing: to adjust for the keyboard, since this method will be called even if the user is typing using a physical keyboard where an onscreen keyboard will not be displayed.
Instead listen to the UIKeyboardWillShowNotification, that is only triggered when the keyboard will actually be displayed. You need to do a three step process:
Determine actual size of keyboard from the notifications userInfo dictionary. The size will differ from landscape/portrait, and different devices.
Update the contentInset using the determined size. You can do it animated, the notification will even tell you the duration for the keyboard animation.
Scroll the textfield into view, very easy to forget this!
You find more information and sample code from here
You can do the following, but first make sure you've set the UITextField delegate to your self and
#define kOFFSET_FOR_KEYBOARD 350;
at the top. This is how far you want the view to be shifted
//method to move the view up/down whenever the keyboard is shown/dismissed
-(void)setViewMovedUp:(BOOL)movedUp
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3]; // if you want to slide up the view
[UIView setAnimationBeginsFromCurrentState:YES];
CGRect rect = self.view.frame;
if (movedUp)
{
// 1. move the view's origin up so that the text field that will be hidden come above the keyboard
// 2. increase the size of the view so that the area behind the keyboard is covered up.
if (rect.origin.y == 0 ) {
rect.origin.y -= kOFFSET_FOR_KEYBOARD;
//rect.size.height += kOFFSET_FOR_KEYBOARD;
}
}
else
{
if (stayup == NO) {
rect.origin.y += kOFFSET_FOR_KEYBOARD;
//rect.size.height -= kOFFSET_FOR_KEYBOARD;
}
}
self.view.frame = rect;
[UIView commitAnimations];
}
- (void)keyboardWillHide:(NSNotification *)notif {
[self setViewMovedUp:NO];
}
- (void)keyboardWillShow:(NSNotification *)notif{
[self setViewMovedUp:YES];
}
- (void)textFieldDidBeginEditing:(UITextField *)textField {
stayup = YES;
[self setViewMovedUp:YES];
}
- (void)textFieldDidEndEditing:(UITextField *)textField {
stayup = NO;
[self setViewMovedUp:NO];
}
- (void)viewWillAppear:(BOOL)animated
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:)
name:UIKeyboardWillShowNotification object:self.view.window];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:)
name:UIKeyboardWillHideNotification object:self.view.window];
}
- (void)viewWillDisappear:(BOOL)animated
{
// unregister for keyboard notifications while not visible.
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillHideNotification object:nil];
}